Stellaris

Stellaris

Compact Armadas x NSC3
Počet komentářů: 33
Leonmitchelli 9. lis. v 5.09 
Starbases are not a from NSC3, fix it. They are should have much more module slots.
perl 3. lis. v 18.04 
Honestly nsc is a balance mess so i would understand not doing this
Raidboss_L  [autor] 3. lis. v 6.15 
@Clockwork The Painfully Ok , thanks for pointing it out. I will fix that as soon as i get the time and reupload
Clockwork The Painfully Ok 31. říj. v 12.42 
quick info for anyone running into the same issue with starbases, zzz_C_A_starbases file is usinbg the wrong starbase_module_capacity_add and starbase_building_capacity_add, adjust to follow nsc's values
Clockwork The Painfully Ok 31. říj. v 12.36 
getting the same issue with the starbases having normal slots
The Final Solution 28. říj. v 15.17 
Had to manually increase techweight for Battleships. I played 2 games and it was fine, then the next two games I couldn't find it until deep into repeatables. I'm really confused on why since it's the same weight as NSC3, was working fine, and I didn't change anything I don't think. Still have no idea but changing it fixed my issue. I play with other mods so maybe somethings not playing right but I checked and nothing else modifies that tech. Still not completely sure if this mod helps with the lag but It makes me feel like it does and that's all that matters so ty.
ellenweorc 15. říj. v 7.56 
This is disabling defense stations and defense fortresses
irishwolfman (the ACOG medic) 14. říj. v 12.34 
@Raidboss_L The starbase issue seems to be values taken from the vanilla 00_starbases file rather than NSCs 00_starbases file. But the nsc_starbases file seems to be almost exactly the same; save for the expanded build time for the grand citadel from 360 to 1440, and the shortened time for the solar stronghold from 2500 to 2000. I don't know if that was intentional.

For the 00_starbases: build times seem to be taken from vanilla, where NSC seems to have them all a value 360. Hitpoints, starbase_module_capacity_add and starbase_building_capacity_add are all unchanged from vanilla and thus overwrite the changes NSC made.
Caremo 12. říj. v 10.03 
although it doesnt seem to affect the grand citadel and solar citadel upgrade stages, only the vanilla starbase upgrade stages
Caremo 12. říj. v 9.50 
Does anyone else have the issue, that the starbases have normal slot numbers again for buildings and modules? NSC usually expands them and since using this mod, they are normal again, but the other features, like the increased ship strength work fine.
Goobs 11. říj. v 22.54 
50 alloys and 50 energy upkeep per Explorer is insane, yeah. Makes the ships unusable until later in the game when you don't need them anymore.
Craghorn 11. říj. v 9.49 
NSC Explorer must be get rid from fixed cost to components cost + upkeep, something like that, so it can be done in early game without weapons for cheap, just for researching
finoman 10. říj. v 14.52 
hey fella, idk why but when i installed the mod NSC gets bugged, i cant make new ships cuz of this behavior components are bugged or something
Raidboss_L  [autor] 10. říj. v 11.36 
@Vex fixed.. :D I accidently forgot to change the base of flagship, nsc base is 24, as the flagship has size 24, that means capped to one ship. WELL 24 base + my modded version which is 240 size for flagship means, you are capped to 0.1 flagship.. :D
thats fixed now with current patch
Raidboss_L  [autor] 10. říj. v 3.01 
@Ves titans and juggernauts should be fine with 1k and 1.6k base.
But i will have to check the flagship. Idk whats the base there actually lol could be i forgot to touch it and it turned out 10x higher lol will check that as soon as i get the time to do so
Ves 10. říj. v 1.22 
I wrote here before that I couldn't build the Titan Juggernaut and Flagship, but I figured out the mechanics and realized that I needed to increase the capacity of my fleet.
But don't you think the fleet capacity requirements are too high?
I got to the Titan and Juggernaut, but I can't build the flagship even with a fleet capacity of 11k.
And to achieve that capacity, you have to build a large number of bases (10-20+) and upgrade them to the maximum and fill all slots with docks.
Raidboss_L  [autor] 9. říj. v 10.35 
@Mostima ya i do need to go threw every large slot shield and armor, and update their "potential" section to not show up in either ships or starbases. since theres always so much more to do on my mod, that hasnt had highest priority yet, as it works, its just a bit annoying in the ship designer, especially since, for what ever reason, ofcause the starbase ones show up first
Mostima 9. říj. v 10.30 
Yeah, the normal options were still there. Just threw me a bit when I saw so many other options in there.
Raidboss_L  [autor] 9. říj. v 10.24 
@Mostima could be that was on me wiht the tech. but it should work now as intended.
About the starbase shields/armor yes they are aswell shown, thats on my mod myself, i have to change that in the future, (which is a lot to do) but you should be able to just take the usual armor and shielding, not the star base one for now right?
Mostima 9. říj. v 7.51 
As an update to below. I used the "research_tech" command to add battleships, but when I got to edit it in ship designer it shows me all the starbase shields and armour in the list of items.
Mostima 9. říj. v 7.46 
I can't seem to roll the Battleships tech. I should have everything I need for it but it's not even showing in "techweights". I got Battlecruisers and it seemed to stop there.
Goobs 8. říj. v 18.29 
Something to note: even though the cap is fixed now, the build cost and upkeep of Explorers are so high that they're basically unusable in the early game. Building just one is equivalent cost and upkeep of an entire small early game fleet.
Goobs 7. říj. v 18.38 
Confirming the Explorer fix worked for me. Great work, team!
irishwolfman (the ACOG medic) 7. říj. v 10.45 
Happy to help! I only just subbed yesterday so I'm hoping to get some time out of them and help with the late game performance. I have admittedly limited file experience but if I run into any more bugs I'll try and look through for a solution if I can find one. Thank you for making these fantastic mods!
Raidboss_L  [autor] 7. říj. v 10.26 
@irishwolfman (the ACOG medic) thank you very much for testing, you are right! In the ship_sizes, frigate somehow had still vanilla locators, mid is the vanilla one. NSC3 needs bow + stern. No clue how i got vanilla in there lol but i willpush a fix. Thanks very much! same to the explorer ship one! i checked. its size is 50, so 500 should be right for 10. mb there by putting it to 10, as its dividing 10 by its size for the max numbers.
irishwolfman (the ACOG medic) 7. říj. v 10.02 
For the messed up frigates:

In the section_slots it had only listed "mid" as locator 1, when I changed that to "bow" and add "stern" as locator 2 it fixes the graphical issue with the vanilla ship sets.

And a correction to my last comment, the explorer ship should be 50 not 500.
The Cream Cheese Wonton 6. říj. v 22.44 
Seems to be from the section templatyes
The Cream Cheese Wonton 6. říj. v 22.32 
This mod breaks Frigates, causing them to loose all graphics
Goobs 6. říj. v 21.27 
No change. Unsure if it can be another mod conflict. I don't think I have anything else that would affect that.
irishwolfman (the ACOG medic) 6. říj. v 19.59 
@Raidboss_L I subbed to the mod today, 10 didn't seem to change the cap from 0. I played with the files, when I set the file cap to 500 the in game cap is set to 10. Hopefully that cuts down on your trouble shooting time :)
Raidboss_L  [autor] 6. říj. v 4.11 
@Goobs can you try again with the new version and test if your cap is now set to 10 for the explorere ships?
Goobs 5. říj. v 14.07 
NSC Explorer ships have a cap of 0 and can't be built at all
MDHansen 4. říj. v 14.10 
Huzzah! I dreaded to wait for such a comp. patch, so many thank yous for this